// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Bird.generated.h"

class UFloatingPawnMovement;
class UCameraComponent;
class USpringArmComponent;
class UCapsuleComponent;
class USkeletalMeshComponent;

UCLASS()
class RPG_API ABird : public APawn
{
	GENERATED_BODY()

public:
	ABird();
	virtual void Tick(float DeltaTime) override;
	// 调用以将功能绑定到输入
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

protected:
	virtual void BeginPlay() override;

	void F_MoveForward(float value);
	void F_MoveRight(float value);
	void F_Turn(float value);
	void F_LookUp(float value);
private:
	UPROPERTY(VisibleAnywhere, Category = "Component")
	UCapsuleComponent* Capsule;				//网格体组件
	UPROPERTY(VisibleAnywhere, Category = "Component")
	USkeletalMeshComponent* BirdMesh;		//骨骼网格组件
	UPROPERTY(VisibleAnywhere, Category = "Component")
	UFloatingPawnMovement* BirdMovement;	//运动组件
	UPROPERTY(VisibleAnywhere, Category = "Component")
	USpringArmComponent* SpringArm;			//弹簧臂组件
	UPROPERTY(VisibleAnywhere, Category = "Component")
	UCameraComponent* Camera;				//摄像机组件
};




